mirror of
https://github.com/t-affeldt/climate_api.git
synced 2024-12-22 17:00:36 +01:00
Replace weather types with stackable effects
This commit is contained in:
parent
f16171cfd7
commit
3581ad71cb
@ -3,6 +3,6 @@
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- Thunder sound and puddle texture DWYWPL by Don, Nathan from mymonths at https://github.com/minetest-mods/mymonths
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- Snow cover texture WTFPL, taken from mymonths
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- Rain texture CC-BY-SA 3.0 from TeddyDesTodes, taken from his weather branch at https://github.com/TeddyDesTodes/minetest/tree/weather
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- Snow flake textures CC BY-SA (3.0) by paramat, found in snowdrift mod at https://github.com/paramat/snowdrift
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- Snow flake and rain drop textures CC BY-SA (3.0) by paramat, found in snowdrift mod at https://github.com/paramat/snowdrift
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- Snow texture composited from individual snow flakes by paramat. CC-BY-SA (3.0)
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- Wind sound CC-BY (3.0) by InspectorJ from https://freesound.org/people/InspectorJ/sounds/376415/
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12
init.lua
12
init.lua
@ -34,21 +34,23 @@ weather_mod.settings = {
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}
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weather_mod.state = {
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current_weather = weather_mod.modname .. ":snowstorm",
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heat = 1,
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humidity = 1
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humidity = 1,
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wind = vector.new(0, 0, -0.25)
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}
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-- import core API
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dofile(weather_mod.modpath.."/lib/player.lua")
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dofile(weather_mod.modpath.."/lib/environment.lua")
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dofile(weather_mod.modpath.."/lib/wind.lua")
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dofile(weather_mod.modpath.."/lib/lightning.lua")
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dofile(weather_mod.modpath.."/lib/main.lua")
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dofile(weather_mod.modpath.."/lib/commands.lua")
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-- import individual weather types
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dofile(weather_mod.modpath.."/weathers/clear.lua")
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dofile(weather_mod.modpath.."/weathers/rain.lua")
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dofile(weather_mod.modpath.."/weathers/rainstorm.lua")
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dofile(weather_mod.modpath.."/weathers/rain_heavy.lua")
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dofile(weather_mod.modpath.."/weathers/snow.lua")
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dofile(weather_mod.modpath.."/weathers/snowstorm.lua")
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dofile(weather_mod.modpath.."/weathers/snow_heavy.lua")
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dofile(weather_mod.modpath.."/weathers/storm.lua")
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dofile(weather_mod.modpath.."/weathers/sandstorm.lua")
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87
lib/commands.lua
Normal file
87
lib/commands.lua
Normal file
@ -0,0 +1,87 @@
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minetest.register_privilege("weather", {
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description = "Change the weather",
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give_to_singleplayer = false
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})
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-- Force a weather effect to override environment
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minetest.register_chatcommand("set_weather", {
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params = "<weather>",
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description = "Set weather to a registered type of effect\
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show all types when no parameters are given", -- full description
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privs = {weather = true},
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func = function(name, param)
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if param == nil or param == "" or param == "?" then
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local types="auto"
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for i,_ in pairs(weather_mod.weathers) do
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types=types..", "..i
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end
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minetest.chat_send_player(name, "avalible weather types: "..types)
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else
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if type(weather_mod.weathers[param]) == "nil" and param ~= "auto" then
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minetest.chat_send_player(name, "This type of weather is not registered.\n"..
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"To list all types of weather run the command without parameters.")
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else
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weather_mod.state.current_weather = param
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end
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end
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end
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})
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-- Set wind speed and direction
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minetest.register_chatcommand("set_wind", {
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params = "<weather>",
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description = "Set wind to the given x,z direction", -- full description
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privs = {weather = true},
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func = function(name, param)
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if param==nil or param=="" then
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minetest.chat_send_player(name, "please provide two comma seperated numbers")
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return
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end
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local x,z = string.match(param, "^([%d.-]+)[, ] *([%d.-]+)$")
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x=tonumber(x)
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z=tonumber(z)
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if x and z then
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weather_mod.state.wind = vector.new(x,0,z)
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else
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minetest.chat_send_player(name, param.." are not two comma seperated numbers")
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end
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end
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})
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-- Set base value of global heat level
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minetest.register_chatcommand("set_heat", {
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params = "<weather>",
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description = "Set base value of global heat level", -- full description
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privs = {weather = true},
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func = function(name, param)
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if param==nil or param=="" then
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minetest.chat_send_player(name, "please provide a heat value")
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return
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end
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v = tonumber(param)
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if v then
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weather_mod.state.heat = v
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else
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minetest.chat_send_player(name, param.." is not a valid heat level")
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end
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end
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})
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-- Set base value of global humidity level
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minetest.register_chatcommand("set_humidity", {
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params = "<weather>",
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description = "Set base value of global humidity level", -- full description
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privs = {weather = true},
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func = function(name, param)
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if param==nil or param=="" then
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minetest.chat_send_player(name, "please provide a humidity value")
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return
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end
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v = tonumber(param)
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if v then
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weather_mod.state.humidity = v
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else
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minetest.chat_send_player(name, param.." is not a valid humidity level")
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end
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end
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})
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@ -13,50 +13,47 @@ function weather_mod.get_humidity(pos)
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return (base + biome) * random
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end
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function weather_mod.get_climate(pos)
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local climate = {pos = pos}
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climate.heat = weather_mod.get_heat(pos)
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climate.humidity = weather_mod.get_humidity(pos)
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climate.windspeed = vector.length(weather_mod.state.wind)
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return climate
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end
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local function is_acceptable_weather_param(value, attr, config)
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local min = config.conditions["min_" .. attr] or -10000
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local min = config.conditions["min_" .. attr] or -math.huge
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local max = config.conditions["max_" .. attr] or math.huge
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minetest.log(attr .. ": " .. value .. " <=> " .. min .. "," .. max)
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return value > min and value <= max
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end
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function weather_mod.get_weather(pos, wind)
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function weather_mod.get_effects(climate)
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local forced_weather = weather_mod.state.current_weather
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if type(forced_weather) ~= nil and forced_weather ~= "auto" then
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return { forced_weather }
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end
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local params = {}
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params.heat = weather_mod.get_heat(pos)
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params.humidity = weather_mod.get_humidity(pos)
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params.windspeed = vector.length(wind)
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minetest.log(params.heat .. ", " .. params.humidity .. ", " .. params.windspeed)
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params.heat = climate.heat
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params.humidity = climate.humidity
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params.windspeed = vector.length(weather_mod.state.wind)
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params.height = climate.pos.y
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local weather
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local priority = -1
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local attributes = { "heat", "humidity", "windspeed" }
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for name, config in pairs(weather_mod.weathers) do
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minetest.log(dump2(priority, "p"))
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if type(priority) ~= "nil" and config.priority < priority then
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minetest.log("skipped " .. name)
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local effects = {}
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local attributes = { "heat", "humidity", "windspeed", "height" }
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for name, effect in pairs(weather_mod.weathers) do
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if type(effect.config.conditions) == "nil" then
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table.insert(effects, name)
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goto continue
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end
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elseif type(config.conditions) == "nil" then
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weather = name
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priority = config.priority
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minetest.log("selected (nil) " .. name)
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else
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local check = true
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for _, attr in ipairs(attributes) do
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if not is_acceptable_weather_param(params[attr], attr, config) then
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check = false
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end
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end
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if check then
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weather = name
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priority = config.priority
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minetest.log("selected " .. name)
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for _, attr in ipairs(attributes) do
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if not is_acceptable_weather_param(params[attr], attr, effect.config) then
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goto continue
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end
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end
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table.insert(effects, name)
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::continue::
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end
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if type(weather) == "nil" then
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minetest.log("error", "[Believable Weather] No default weather registered")
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end
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minetest.log(weather)
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return weather
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minetest.log(dump2(effects, "effects"))
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return effects
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end
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125
lib/main.lua
125
lib/main.lua
@ -1,28 +1,33 @@
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local GSCYCLE = 0
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local temperature = 10
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local humidity = 100
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local wind = vector.new(10, 0, -0.25)
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local GSCYCLE = 0.05
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local RECALCCYCLE = 1
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weather_mod.weathers = {}
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function weather_mod.register_weather(name, weather)
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function weather_mod.register_effect(name, config, override)
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-- TODO: check and sanitize
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weather_mod.weathers[name] = weather
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weather_mod.weathers[name] = {
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config = config,
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override = override,
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sound_handles = {},
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sound_volumes = {}
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}
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end
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function weather_mod.set_weather(name)
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if type(weather_mod.weathers[name]) == nil then
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minetest.log("warning", "[Believable Weather] Weather does not exist")
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return
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-- from https://stackoverflow.com/a/29133654
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local function merge(a, b)
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if type(a) == 'table' and type(b) == 'table' then
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for k,v in pairs(b) do if type(v)=='table' and type(a[k] or false)=='table' then merge(a[k],v) else a[k]=v end end
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end
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weather_mod.state.current_weather = name
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return a
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end
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local function is_outside(player, wind)
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local ppos = player:getpos()
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local wind_pos = vector.multiply(wind,-1)
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local skylight_pos = vector.add(ppos, vector.new(0, 40, 0))
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local downfall_origin = vector.add(skylight_pos,wind_pos)
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return weather_mod.is_outdoors(player, downfall_origin)
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local function build_effect_config(weather, climate)
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local config = weather.config
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local override = weather.override
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if type(override) == "nil" then
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return config
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end
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local dynamic_config = override(climate)
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return merge(config, dynamic_config)
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end
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local function get_texture(particles)
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@ -34,19 +39,23 @@ end
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local function spawn_particles(player, particles, wind)
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local ppos = player:getpos()
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local wind_pos = vector.multiply(wind,-1)
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local wind_speed = vector.length(wind)
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local wind_pos = vector.multiply(weather_mod.state.wind,-1)
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local wind_speed = vector.length(weather_mod.state.wind)
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local texture = get_texture(particles)
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local minp = vector.add(vector.add(ppos, particles.min_pos),wind_pos)
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local maxp = vector.add(vector.add(ppos, particles.max_pos),wind_pos)
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local vel = {x=wind.x,y=-particles.falling_speed,z=wind.z}
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local acc = {x=0, y=0, z=0}
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local vel = vector.new({
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x=weather_mod.state.wind.x,
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y=-particles.falling_speed,
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z=weather_mod.state.wind.z
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})
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local acc = vector.new({x=0, y=0, z=0})
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local exp = particles.exptime
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local vertical = wind_speed < 3
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local vertical = math.abs(vector.normalize(vel).y) >= 0.6
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minetest.add_particlespawner({
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amount=particles.amount,
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@ -69,62 +78,36 @@ local function spawn_particles(player, particles, wind)
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})
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end
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local sound_handles = {}
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local function play_sound(player, sound)
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local playername = player:get_player_name()
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if not sound_handles[playername] then
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local handle = minetest.sound_play(sound, {
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to_player = playername,
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loop = true
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})
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if handle then
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sound_handles[playername] = handle
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end
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end
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end
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local function stop_sound(player)
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local playername = player:get_player_name()
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if sound_handles[playername] then
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minetest.sound_stop(sound_handles[playername])
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sound_handles[playername] = nil
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end
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end
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local function handle_weather()
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for _, player in ipairs(minetest.get_connected_players()) do
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local ppos = player:getpos()
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weather_mod.set_weather(weather_mod.get_weather(ppos, wind))
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if ppos.y < weather_mod.settings.min_height or ppos.y > weather_mod.settings.max_height then
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return
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end
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local weather = weather_mod.weathers[weather_mod.state.current_weather]
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local clouds = weather.clouds
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clouds.speed = vector.multiply(wind, 2)
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player:set_clouds(clouds)
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weather_mod.set_headwind(player, wind)
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--player:set_clouds({ density = 0.6, color = "#a4a0b6e5", speed = wind })
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local outdoors = is_outside(player, wind)
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if type(weather.particles) ~= "nil" and outdoors then
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spawn_particles(player, weather.particles, wind)
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end
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if type(weather.sound) ~= "nil" and outdoors then
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play_sound(player, weather.sound)
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else
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stop_sound(player)
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local function handle_weather_effects(player)
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local ppos = player:getpos()
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local climate = weather_mod.get_climate(ppos)
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local active_effects = weather_mod.get_effects(climate)
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local sounds = {}
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for _, effect in ipairs(active_effects) do
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local weather = weather_mod.weathers[effect]
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local config = build_effect_config(weather, climate)
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local outdoors = weather_mod.is_outdoors(player)
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if type(config.particles) ~= "nil" and outdoors then
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spawn_particles(player, config.particles, wind)
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end
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if type(config.sound) ~= nil and outdoors then
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sounds[effect] = config.sound
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end
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end
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weather_mod.handle_sounds(player, sounds)
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end
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local timer = 0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer < GSCYCLE then return end
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for _, player in ipairs(minetest.get_connected_players()) do
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handle_weather_effects(player)
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if timer >= RECALCCYCLE then
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weather_mod.set_clouds(player)
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end
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end
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timer = 0
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handle_weather()
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end)
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@ -27,46 +27,58 @@ function weather_mod.remove_physics(player, effect)
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end
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end
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-- function taken from weather mod
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-- see https://github.com/theFox6/minetest_mod_weather/blob/master/weather/api.lua#L110
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local function raycast(player, origin)
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local hitpos = vector.add(player:get_pos(),vector.new(0,1,0))
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local ray = minetest.raycast(origin,hitpos)
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local o = ray:next()
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if not o then return false end
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if o.type~="object" then return false end -- hit node or something
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if not o.ref:is_player() then return false end -- hit different object
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if o.ref:get_player_name() ~= player:get_player_name() then
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return false --hit other player
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end
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o = ray:next()
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if o then
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minetest.log("warning","[Believable Weather] raycast hit more after hitting the player\n"..
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dump2(o,"o"))
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end
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return true
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end
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local function check_light(player)
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function weather_mod.is_outdoors(player)
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return minetest.get_node_light(player:getpos(), 0.5) == 15
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end
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function weather_mod.is_outdoors(player, origin)
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if weather_mod.settings.raycasting then
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return raycast(player, origin)
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else
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return check_light(player)
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function weather_mod.set_clouds(player)
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if not weather_mod.settings.skybox then
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return
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end
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local ppos = player:get_pos()
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local humidity = weather_mod.get_humidity(ppos) / 200
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local clouds = {}
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clouds.speed = vector.multiply(weather_mod.state.wind, 2)
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clouds.color = "#fff0f0c5"
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clouds.density = math.max(math.min(humidity, 0.1), 0.9)
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player:set_clouds(clouds)
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end
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function weather_mod.play_sound(player, effect)
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local playername = player:get_player_name()
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if not effect.sound_handles[playername] then
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local handle = minetest.sound_play(effect.config.sound, {
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to_player = playername,
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loop = true
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})
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if handle then
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effect.sound_handles[playername] = handle
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effect.sound_volumes[playername] = effect.config.sound.gain or 1
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end
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end
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end
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function weather_mod.set_headwind(player, wind)
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local movement = vector.normalize(player:get_player_velocity())
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local product = vector.dot(movement, wind)
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-- logistic function, scales between 0 and 2
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-- see https://en.wikipedia.org/wiki/Logistic_function
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local L = 2 -- maximum value
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local k = 0.1 -- growth rate
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local z = 1 -- midpoint
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local factor = L / (1 + math.exp(-k * (product - z)))
|
||||
weather_mod.add_physics(player, "speed", factor)
|
||||
function weather_mod.stop_sound(player, effect)
|
||||
local playername = player:get_player_name()
|
||||
if effect.sound_handles[playername] then
|
||||
minetest.sound_stop(effect.sound_handles[playername])
|
||||
effect.sound_handles[playername] = nil
|
||||
effect.sound_volumes[playername] = nil
|
||||
end
|
||||
end
|
||||
|
||||
function weather_mod.handle_sounds(player, sounds)
|
||||
local playername = player:get_player_name()
|
||||
for name, effect in pairs(weather_mod.weathers) do
|
||||
if type(effect.sound_handles[playername]) == "nil" and type(sounds[name]) ~= "nil" then
|
||||
weather_mod.play_sound(player, effect)
|
||||
elseif type(effect.sound_handles[playername]) ~= "nil" and type(sounds[name]) == "nil" then
|
||||
weather_mod.stop_sound(player, effect)
|
||||
elseif type(effect.sound_handles[playername]) ~= "nil" and type(sounds[name]) ~= "nil" then
|
||||
local volume = sounds[name].gain or 1
|
||||
if effect.sound_volumes[playername] ~= volume then
|
||||
minetest.sound_fade(effect.sound_handles[playername], 1, volume)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
8
lib/wind.lua
Normal file
8
lib/wind.lua
Normal file
@ -0,0 +1,8 @@
|
||||
function weather_mod.set_headwind(player, wind)
|
||||
local movement = vector.normalize(player:get_player_velocity())
|
||||
local product = vector.dot(movement, wind)
|
||||
-- logistic function, scales between 0.5 and 1.5
|
||||
-- see https://en.wikipedia.org/wiki/Logistic_function
|
||||
local factor = 1 / (1 + math.exp(-0.1 * (product - 0.5))) + 0.5
|
||||
weather_mod.add_physics(player, "speed", factor)
|
||||
end
|
Binary file not shown.
BIN
textures/weather_raindrop.png
Normal file
BIN
textures/weather_raindrop.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 148 B |
@ -1,12 +0,0 @@
|
||||
local name = weather_mod.modname .. ":clear"
|
||||
|
||||
local weather = {
|
||||
priority = 0
|
||||
}
|
||||
|
||||
weather.clouds = {
|
||||
density = 0.3,
|
||||
color = "#fff0f0c5"
|
||||
}
|
||||
|
||||
weather_mod.register_weather(name, weather)
|
@ -1,30 +1,48 @@
|
||||
local name = weather_mod.modname .. ":rain"
|
||||
|
||||
local weather = {
|
||||
priority = 10,
|
||||
local config = {}
|
||||
|
||||
config.environment = {
|
||||
spawn_puddles = true,
|
||||
wetten_farmland = true,
|
||||
sound = "weather_rain1"
|
||||
wetten_farmland = true
|
||||
}
|
||||
|
||||
weather.particles = {
|
||||
config.sound = {
|
||||
name = "weather_rain",
|
||||
gain = 1
|
||||
}
|
||||
|
||||
config.particles = {
|
||||
min_pos = {x=-9, y=7, z=-9},
|
||||
max_pos = {x= 9, y=7, z= 9},
|
||||
falling_speed=10,
|
||||
amount=20,
|
||||
amount=40,
|
||||
exptime=0.8,
|
||||
size=25,
|
||||
texture="weather_rain.png"
|
||||
size=1,
|
||||
texture = "weather_raindrop.png"
|
||||
}
|
||||
|
||||
weather.clouds = {
|
||||
density = 0.5,
|
||||
color = "#a4a0b6e5"
|
||||
}
|
||||
|
||||
weather.conditions = {
|
||||
config.conditions = {
|
||||
min_height = weather_mod.settings.min_height,
|
||||
max_height = weather_mod.settings.max_height,
|
||||
min_heat = 30,
|
||||
min_humidity = 40
|
||||
min_humidity = 40,
|
||||
max_humidity = 60
|
||||
}
|
||||
|
||||
weather_mod.register_weather(name, weather)
|
||||
local function override(params)
|
||||
local avg_humidity = 40
|
||||
local intensity = params.humidity / avg_humidity
|
||||
local dynamic_config = {
|
||||
sound = {
|
||||
gain = math.min(intensity, 1.2)
|
||||
},
|
||||
particles = {
|
||||
amount = 20 * math.min(intensity, 1.5),
|
||||
falling_speed = 10 / math.min(intensity, 1.3)
|
||||
}
|
||||
}
|
||||
return dynamic_config
|
||||
end
|
||||
|
||||
weather_mod.register_effect(name, config, override)
|
||||
|
33
weathers/rain_heavy.lua
Normal file
33
weathers/rain_heavy.lua
Normal file
@ -0,0 +1,33 @@
|
||||
local name = weather_mod.modname .. ":rain_heavy"
|
||||
|
||||
local config = {}
|
||||
|
||||
config.environment = {
|
||||
spawn_puddles = true,
|
||||
wetten_farmland = true,
|
||||
lightning = true
|
||||
}
|
||||
|
||||
config.sound = {
|
||||
name = "weather_rain",
|
||||
gain = 1
|
||||
}
|
||||
|
||||
config.particles = {
|
||||
min_pos = {x=-9, y=7, z=-9},
|
||||
max_pos = {x= 9, y=7, z= 9},
|
||||
falling_speed=10,
|
||||
amount=20,
|
||||
exptime=0.8,
|
||||
size=25,
|
||||
texture="weather_rain.png"
|
||||
}
|
||||
|
||||
config.conditions = {
|
||||
min_height = weather_mod.settings.min_height,
|
||||
max_height = weather_mod.settings.max_height,
|
||||
min_heat = 30,
|
||||
min_humidity = 60
|
||||
}
|
||||
|
||||
weather_mod.register_effect(name, config)
|
@ -1,33 +0,0 @@
|
||||
local name = weather_mod.modname .. ":rainstorm"
|
||||
|
||||
local weather = {
|
||||
priority = 30,
|
||||
damage = true,
|
||||
spawn_puddles = true,
|
||||
wetten_farmland = true,
|
||||
lightning = true,
|
||||
sound = "weather_rain2"
|
||||
}
|
||||
|
||||
weather.particles = {
|
||||
min_pos = {x=-9, y=7, z=-9},
|
||||
max_pos = {x= 9, y=7, z= 9},
|
||||
falling_speed=10,
|
||||
amount=25,
|
||||
exptime=0.8,
|
||||
size=25,
|
||||
texture="weather_rain.png"
|
||||
}
|
||||
|
||||
weather.clouds = {
|
||||
density = 0.7,
|
||||
color = "#a4a0b6f5"
|
||||
}
|
||||
|
||||
weather.conditions = {
|
||||
min_heat = 30,
|
||||
min_humidity = 60,
|
||||
min_windspeed = 5
|
||||
}
|
||||
|
||||
weather_mod.register_weather(name, weather)
|
@ -1,12 +1,12 @@
|
||||
local name = weather_mod.modname .. ":sandstorm"
|
||||
|
||||
local weather = {
|
||||
priority = 50,
|
||||
damage = true,
|
||||
sound = "weather_wind"
|
||||
local config = {}
|
||||
|
||||
config.environment = {
|
||||
damage = true
|
||||
}
|
||||
|
||||
weather.particles = {
|
||||
config.particles = {
|
||||
min_pos = {x=-9, y=-5, z=-9},
|
||||
max_pos = {x= 9, y= 5, z= 9},
|
||||
falling_speed=1,
|
||||
@ -16,15 +16,12 @@ weather.particles = {
|
||||
texture="weather_sand.png"
|
||||
}
|
||||
|
||||
weather.clouds = {
|
||||
density = 0.3,
|
||||
color = "#a4a0b685"
|
||||
}
|
||||
|
||||
weather.conditions = {
|
||||
config.conditions = {
|
||||
min_height = weather_mod.settings.min_height,
|
||||
max_height = weather_mod.settings.max_height,
|
||||
min_heat = 50,
|
||||
max_humidity = 25,
|
||||
min_windspeed = 6
|
||||
}
|
||||
|
||||
weather_mod.register_weather(name, weather)
|
||||
weather_mod.register_effect(name, config)
|
||||
|
@ -1,32 +1,46 @@
|
||||
local name = weather_mod.modname .. ":snow"
|
||||
|
||||
local weather = {
|
||||
priority = 20,
|
||||
local config = {}
|
||||
|
||||
config.environment = {
|
||||
spawn_snow = true
|
||||
}
|
||||
|
||||
weather.particles = {
|
||||
config.particles = {
|
||||
min_pos = {x=-20, y= 3, z=-20},
|
||||
max_pos = {x= 20, y=12, z= 20},
|
||||
falling_speed=1,
|
||||
amount=50,
|
||||
exptime=15,
|
||||
amount=40,
|
||||
exptime=8,
|
||||
size=1,
|
||||
textures = {}
|
||||
}
|
||||
|
||||
for i = 1,12,1 do
|
||||
weather.particles.textures[i] = "weather_snowflake" .. i .. ".png"
|
||||
config.particles.textures[i] = "weather_snowflake" .. i .. ".png"
|
||||
end
|
||||
|
||||
weather.clouds = {
|
||||
density = 0.5,
|
||||
color = "#a4a0b6e5"
|
||||
config.conditions = {
|
||||
min_height = weather_mod.settings.min_height,
|
||||
max_height = weather_mod.settings.max_height,
|
||||
max_heat = 40,
|
||||
min_humidity = 40,
|
||||
max_humidity = 55
|
||||
}
|
||||
|
||||
weather.conditions = {
|
||||
max_heat = 30,
|
||||
min_humidity = 40
|
||||
}
|
||||
local function override(params)
|
||||
local avg_humidity = 40
|
||||
local intensity = params.humidity / avg_humidity
|
||||
local dynamic_config = {
|
||||
sound = {
|
||||
gain = math.min(intensity, 1.2)
|
||||
},
|
||||
particles = {
|
||||
amount = 50 * math.min(intensity, 1.5),
|
||||
falling_speed = 1 / math.min(intensity, 1.3)
|
||||
}
|
||||
}
|
||||
return dynamic_config
|
||||
end
|
||||
|
||||
weather_mod.register_weather(name, weather)
|
||||
weather_mod.register_effect(name, config, override)
|
||||
|
41
weathers/snow_heavy.lua
Normal file
41
weathers/snow_heavy.lua
Normal file
@ -0,0 +1,41 @@
|
||||
local name = weather_mod.modname .. ":snow_heavy"
|
||||
|
||||
local config = {}
|
||||
|
||||
config.environment = {
|
||||
spawn_snow = true
|
||||
}
|
||||
|
||||
config.particles = {
|
||||
min_pos = {x=-12, y= 5, z=-12},
|
||||
max_pos = {x= 12, y=9, z= 12},
|
||||
falling_speed=1,
|
||||
amount=1,
|
||||
exptime=8,
|
||||
size=12,
|
||||
texture="weather_snow.png"
|
||||
}
|
||||
|
||||
config.conditions = {
|
||||
min_height = weather_mod.settings.min_height,
|
||||
max_height = weather_mod.settings.max_height,
|
||||
max_heat = 40,
|
||||
min_humidity = 55
|
||||
}
|
||||
|
||||
local function override(params)
|
||||
local avg_humidity = 55
|
||||
local intensity = params.humidity / avg_humidity
|
||||
local dynamic_config = {
|
||||
sound = {
|
||||
gain = math.min(intensity, 1.2)
|
||||
},
|
||||
particles = {
|
||||
amount = 50 * math.min(intensity, 1.5),
|
||||
falling_speed = 1 / math.min(intensity, 1.3)
|
||||
}
|
||||
}
|
||||
return dynamic_config
|
||||
end
|
||||
|
||||
weather_mod.register_effect(name, config, override)
|
@ -1,36 +0,0 @@
|
||||
local name = weather_mod.modname .. ":snowstorm"
|
||||
|
||||
local weather = {
|
||||
priority = 40,
|
||||
damage = true,
|
||||
lightning = true,
|
||||
spawn_snow = true,
|
||||
sound = "weather_wind"
|
||||
}
|
||||
|
||||
weather.particles = {
|
||||
min_pos = {x=-9, y=-5, z=-9},
|
||||
max_pos = {x= 9, y= 5, z= 9},
|
||||
falling_speed=1.5,
|
||||
amount=70,
|
||||
exptime=6,
|
||||
size=1,
|
||||
textures = {}
|
||||
}
|
||||
|
||||
for i = 1,12,1 do
|
||||
weather.particles.textures[i] = "weather_snowflake" .. i .. ".png"
|
||||
end
|
||||
|
||||
weather.clouds = {
|
||||
density = 0.7,
|
||||
color = "#a4a0b6f5"
|
||||
}
|
||||
|
||||
weather.conditions = {
|
||||
max_heat = 30,
|
||||
min_humidity = 60,
|
||||
min_windspeed = 5
|
||||
}
|
||||
|
||||
weather_mod.register_weather(name, weather)
|
27
weathers/storm.lua
Normal file
27
weathers/storm.lua
Normal file
@ -0,0 +1,27 @@
|
||||
local name = weather_mod.modname .. ":storm"
|
||||
|
||||
local config = {}
|
||||
|
||||
config.sound = {
|
||||
name = "weather_wind",
|
||||
gain = 1
|
||||
}
|
||||
|
||||
config.conditions = {
|
||||
min_height = weather_mod.settings.min_height,
|
||||
max_height = weather_mod.settings.max_height,
|
||||
min_windspeed = 5
|
||||
}
|
||||
|
||||
local function override(params)
|
||||
local avg_windspeed = 6
|
||||
local intensity = params.windspeed / avg_windspeed
|
||||
local dynamic_config = {
|
||||
sound = {
|
||||
gain = math.min(intensity, 1.2)
|
||||
}
|
||||
}
|
||||
return dynamic_config
|
||||
end
|
||||
|
||||
weather_mod.register_effect(name, config, override)
|
Loading…
Reference in New Issue
Block a user